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   <div id="projectname">AmusementCreatorsEngine
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   <div id="projectbrief">The game engine developed by Staff of AmusementCreators</div>
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<li class="navelem"><a class="el" href="../../d8/d23/namespaceace.html">ace</a></li><li class="navelem"><a class="el" href="../../df/de8/classace_1_1_graphics___imp.html">Graphics_Imp</a></li>  </ul>
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<a href="#pub-methods">Public メソッド</a> &#124;
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<div class="title">クラス ace::Graphics_Imp<span class="mlabels"><span class="mlabel">abstract</span></span></div>  </div>
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<p>描画を管理するクラス  
 <a href="../../df/de8/classace_1_1_graphics___imp.html#details">[詳細]</a></p>

<p><code>#include &lt;<a class="el" href="../../dc/d1d/ace_8_graphics___imp_8h_source.html">ace.Graphics_Imp.h</a>&gt;</code></p>
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ace::Graphics_Impに対する継承グラフ</div>
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<table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-methods"></a>
Public メソッド</h2></td></tr>
<tr class="memitem:a380a95d5764b26565965b16c21b77356"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a380a95d5764b26565965b16c21b77356"></a>
&#160;</td><td class="memItemRight" valign="bottom"><b>Graphics_Imp</b> (<a class="el" href="../../d5/df8/structace_1_1_vector2_d_i.html">Vector2DI</a> size, <a class="el" href="../../db/de5/classace_1_1_log.html">Log</a> *log)</td></tr>
<tr class="separator:a380a95d5764b26565965b16c21b77356"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a01cdb8dced31a926c9ca604ebdf1e90a"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="../../df/de8/classace_1_1_graphics___imp.html#a01cdb8dced31a926c9ca604ebdf1e90a">Clear</a> (bool isColorTarget, bool isDepthTarget, const <a class="el" href="../../db/d05/structace_1_1_color.html">Color</a> &amp;color)=0</td></tr>
<tr class="memdesc:a01cdb8dced31a926c9ca604ebdf1e90a"><td class="mdescLeft">&#160;</td><td class="mdescRight">画面をクリアする。  <a href="#a01cdb8dced31a926c9ca604ebdf1e90a">[詳細]</a><br/></td></tr>
<tr class="separator:a01cdb8dced31a926c9ca604ebdf1e90a"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ad4a26538ae0fadc23082578384f96589"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="ad4a26538ae0fadc23082578384f96589"></a>
virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="../../df/de8/classace_1_1_graphics___imp.html#ad4a26538ae0fadc23082578384f96589">Present</a> ()=0</td></tr>
<tr class="memdesc:ad4a26538ae0fadc23082578384f96589"><td class="mdescLeft">&#160;</td><td class="mdescRight">内部のバッファを画面に表示する。 <br/></td></tr>
<tr class="separator:ad4a26538ae0fadc23082578384f96589"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:afab7408e22bc54b909485422a2b15b6c"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="../../df/de8/classace_1_1_graphics___imp.html#afab7408e22bc54b909485422a2b15b6c">SaveScreenshot</a> (const achar *path)=0</td></tr>
<tr class="memdesc:afab7408e22bc54b909485422a2b15b6c"><td class="mdescLeft">&#160;</td><td class="mdescRight">スクリーンショットを保存する。  <a href="#afab7408e22bc54b909485422a2b15b6c">[詳細]</a><br/></td></tr>
<tr class="separator:afab7408e22bc54b909485422a2b15b6c"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a24ce9f935d22e97fd06a9012501df320"><td class="memItemLeft" align="right" valign="top"><a class="el" href="../../d9/de7/classace_1_1_texture2_d___imp.html">Texture2D_Imp</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="../../df/de8/classace_1_1_graphics___imp.html#a24ce9f935d22e97fd06a9012501df320">CreateTexture2D_Imp</a> (const achar *path)</td></tr>
<tr class="memdesc:a24ce9f935d22e97fd06a9012501df320"><td class="mdescLeft">&#160;</td><td class="mdescRight">テクスチャを生成する。  <a href="#a24ce9f935d22e97fd06a9012501df320">[詳細]</a><br/></td></tr>
<tr class="separator:a24ce9f935d22e97fd06a9012501df320"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a5390d16360dbfba39ead84687bc331a6"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="../../d0/d70/classace_1_1_render_texture___imp.html">RenderTexture_Imp</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="../../df/de8/classace_1_1_graphics___imp.html#a5390d16360dbfba39ead84687bc331a6">CreateRenderTexture_Imp</a> (int32_t width, int32_t height, eTextureFormat format)=0</td></tr>
<tr class="memdesc:a5390d16360dbfba39ead84687bc331a6"><td class="mdescLeft">&#160;</td><td class="mdescRight">描画先として指定可能なテクスチャを生成する。  <a href="#a5390d16360dbfba39ead84687bc331a6">[詳細]</a><br/></td></tr>
<tr class="separator:a5390d16360dbfba39ead84687bc331a6"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a451276265eb812183e7fd36e7f05ed82"><td class="memItemLeft" align="right" valign="top"><a class="el" href="../../d1/def/classace_1_1_shader2_d___imp.html">Shader2D_Imp</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="../../df/de8/classace_1_1_graphics___imp.html#a451276265eb812183e7fd36e7f05ed82">CreateShader2D_Imp</a> (const achar *shaderText, std::vector&lt; <a class="el" href="../../da/d3c/classace_1_1_shader_variable_property.html">ShaderVariableProperty</a> &gt; &amp;variableProperties)</td></tr>
<tr class="memdesc:a451276265eb812183e7fd36e7f05ed82"><td class="mdescLeft">&#160;</td><td class="mdescRight">シェーダー(2D)を生成する。  <a href="#a451276265eb812183e7fd36e7f05ed82">[詳細]</a><br/></td></tr>
<tr class="separator:a451276265eb812183e7fd36e7f05ed82"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a4f8f3d3daef4298ad535cbb268677058"><td class="memItemLeft" align="right" valign="top"><a class="el" href="../../d3/d87/classace_1_1_material2_d___imp.html">Material2D_Imp</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="../../df/de8/classace_1_1_graphics___imp.html#a4f8f3d3daef4298ad535cbb268677058">CreateMaterial2D_Imp</a> (<a class="el" href="../../d1/def/classace_1_1_shader2_d___imp.html">Shader2D_Imp</a> *shader)</td></tr>
<tr class="memdesc:a4f8f3d3daef4298ad535cbb268677058"><td class="mdescLeft">&#160;</td><td class="mdescRight">マテリアル(2D)を生成する。  <a href="#a4f8f3d3daef4298ad535cbb268677058">[詳細]</a><br/></td></tr>
<tr class="separator:a4f8f3d3daef4298ad535cbb268677058"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a6e505725a34fbdcf164840816daf17b9"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="../../db/d7a/classace_1_1_depth_buffer___imp.html">DepthBuffer_Imp</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="../../df/de8/classace_1_1_graphics___imp.html#a6e505725a34fbdcf164840816daf17b9">CreateDepthBuffer_Imp</a> (int32_t width, int32_t height)=0</td></tr>
<tr class="memdesc:a6e505725a34fbdcf164840816daf17b9"><td class="mdescLeft">&#160;</td><td class="mdescRight">深度バッファを生成する。  <a href="#a6e505725a34fbdcf164840816daf17b9">[詳細]</a><br/></td></tr>
<tr class="separator:a6e505725a34fbdcf164840816daf17b9"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:af88aaa533769afe6ecc738479b041460"><td class="memItemLeft" align="right" valign="top">std::shared_ptr&lt; <a class="el" href="../../d8/d01/classace_1_1_vertex_buffer___imp.html">VertexBuffer_Imp</a> &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="../../df/de8/classace_1_1_graphics___imp.html#af88aaa533769afe6ecc738479b041460">CreateVertexBuffer_Imp</a> (int32_t size, int32_t count, bool isDynamic)</td></tr>
<tr class="memdesc:af88aaa533769afe6ecc738479b041460"><td class="mdescLeft">&#160;</td><td class="mdescRight">頂点バッファを生成する。  <a href="#af88aaa533769afe6ecc738479b041460">[詳細]</a><br/></td></tr>
<tr class="separator:af88aaa533769afe6ecc738479b041460"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ae2a34e26bebf4fba4679f848e8c58bfa"><td class="memItemLeft" align="right" valign="top">std::shared_ptr&lt; <a class="el" href="../../d7/db1/classace_1_1_index_buffer___imp.html">IndexBuffer_Imp</a> &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="../../df/de8/classace_1_1_graphics___imp.html#ae2a34e26bebf4fba4679f848e8c58bfa">CreateIndexBuffer_Imp</a> (int maxCount, bool isDynamic, bool is32bit)</td></tr>
<tr class="memdesc:ae2a34e26bebf4fba4679f848e8c58bfa"><td class="mdescLeft">&#160;</td><td class="mdescRight">インデックスバッファを生成する。  <a href="#ae2a34e26bebf4fba4679f848e8c58bfa">[詳細]</a><br/></td></tr>
<tr class="separator:ae2a34e26bebf4fba4679f848e8c58bfa"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ac7b3624353fe77fe27ac7e2eb4eca501"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="ac7b3624353fe77fe27ac7e2eb4eca501"></a>
std::shared_ptr&lt; <a class="el" href="../../d5/d96/classace_1_1_native_shader___imp.html">NativeShader_Imp</a> &gt;&#160;</td><td class="memItemRight" valign="bottom"><b>CreateShader_Imp</b> (const char *vertexShaderText, const char *vertexShaderFileName, const char *pixelShaderText, const char *pixelShaderFileName, std::vector&lt; <a class="el" href="../../d0/de7/structace_1_1_vertex_layout.html">VertexLayout</a> &gt; &amp;layout, std::vector&lt; <a class="el" href="../../d1/d67/structace_1_1_macro.html">Macro</a> &gt; &amp;macro)</td></tr>
<tr class="separator:ac7b3624353fe77fe27ac7e2eb4eca501"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a12dab71d38b1e8f9182b9c791b743129"><td class="memItemLeft" align="right" valign="top"><a class="el" href="../../d9/dd7/classace_1_1_render_state___imp.html">RenderState_Imp</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="../../df/de8/classace_1_1_graphics___imp.html#a12dab71d38b1e8f9182b9c791b743129">GetRenderState</a> ()</td></tr>
<tr class="memdesc:a12dab71d38b1e8f9182b9c791b743129"><td class="mdescLeft">&#160;</td><td class="mdescRight">レンダーステートを取得する。  <a href="#a12dab71d38b1e8f9182b9c791b743129">[詳細]</a><br/></td></tr>
<tr class="separator:a12dab71d38b1e8f9182b9c791b743129"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aa89cff5e65aa17e8fc6dbcf39cd96266"><td class="memItemLeft" align="right" valign="top"><a class="el" href="../../dc/d26/classace_1_1_graphics_resource_container.html">GraphicsResourceContainer</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="../../df/de8/classace_1_1_graphics___imp.html#aa89cff5e65aa17e8fc6dbcf39cd96266">GetResourceContainer</a> ()</td></tr>
<tr class="memdesc:aa89cff5e65aa17e8fc6dbcf39cd96266"><td class="mdescLeft">&#160;</td><td class="mdescRight">リソースコンテナを取得する。  <a href="#aa89cff5e65aa17e8fc6dbcf39cd96266">[詳細]</a><br/></td></tr>
<tr class="separator:aa89cff5e65aa17e8fc6dbcf39cd96266"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a81aa934a2edfbda3477950df6f9df5ff"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a81aa934a2edfbda3477950df6f9df5ff"></a>
void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="../../df/de8/classace_1_1_graphics___imp.html#a81aa934a2edfbda3477950df6f9df5ff">SetVertexBuffer</a> (<a class="el" href="../../d8/d01/classace_1_1_vertex_buffer___imp.html">VertexBuffer_Imp</a> *vertexBuffer)</td></tr>
<tr class="memdesc:a81aa934a2edfbda3477950df6f9df5ff"><td class="mdescLeft">&#160;</td><td class="mdescRight">描画のための頂点バッファを設定する。 <br/></td></tr>
<tr class="separator:a81aa934a2edfbda3477950df6f9df5ff"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aa3ae651c215758dd4db0c11dde95f554"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="aa3ae651c215758dd4db0c11dde95f554"></a>
void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="../../df/de8/classace_1_1_graphics___imp.html#aa3ae651c215758dd4db0c11dde95f554">SetIndexBuffer</a> (<a class="el" href="../../d7/db1/classace_1_1_index_buffer___imp.html">IndexBuffer_Imp</a> *indexBuffer)</td></tr>
<tr class="memdesc:aa3ae651c215758dd4db0c11dde95f554"><td class="mdescLeft">&#160;</td><td class="mdescRight">描画のためのインデックスバッファを設定する。 <br/></td></tr>
<tr class="separator:aa3ae651c215758dd4db0c11dde95f554"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a532f5b750ec22031f620a2f522a63a7c"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a532f5b750ec22031f620a2f522a63a7c"></a>
void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="../../df/de8/classace_1_1_graphics___imp.html#a532f5b750ec22031f620a2f522a63a7c">SetShader</a> (<a class="el" href="../../d5/d96/classace_1_1_native_shader___imp.html">NativeShader_Imp</a> *shader)</td></tr>
<tr class="memdesc:a532f5b750ec22031f620a2f522a63a7c"><td class="mdescLeft">&#160;</td><td class="mdescRight">描画のためのシェーダーを設定する。 <br/></td></tr>
<tr class="separator:a532f5b750ec22031f620a2f522a63a7c"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aeb8df260b8fb99762ce581f74d07e686"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="../../df/de8/classace_1_1_graphics___imp.html#aeb8df260b8fb99762ce581f74d07e686">DrawPolygon</a> (int32_t count)</td></tr>
<tr class="memdesc:aeb8df260b8fb99762ce581f74d07e686"><td class="mdescLeft">&#160;</td><td class="mdescRight">ポリゴンを描画する。  <a href="#aeb8df260b8fb99762ce581f74d07e686">[詳細]</a><br/></td></tr>
<tr class="separator:aeb8df260b8fb99762ce581f74d07e686"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:acb8a62e068665cb34bac02a41c80bb75"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="acb8a62e068665cb34bac02a41c80bb75"></a>
void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="../../df/de8/classace_1_1_graphics___imp.html#acb8a62e068665cb34bac02a41c80bb75">Begin</a> ()</td></tr>
<tr class="memdesc:acb8a62e068665cb34bac02a41c80bb75"><td class="mdescLeft">&#160;</td><td class="mdescRight">描画開始前のリセット処理を行う。 <br/></td></tr>
<tr class="separator:acb8a62e068665cb34bac02a41c80bb75"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:afe747c536b11deab673f26b67a80b3ef"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="afe747c536b11deab673f26b67a80b3ef"></a>
void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="../../df/de8/classace_1_1_graphics___imp.html#afe747c536b11deab673f26b67a80b3ef">End</a> ()</td></tr>
<tr class="memdesc:afe747c536b11deab673f26b67a80b3ef"><td class="mdescLeft">&#160;</td><td class="mdescRight">描画終了後のリセット処理を行う。 <br/></td></tr>
<tr class="separator:afe747c536b11deab673f26b67a80b3ef"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a5d79011241a426c9260aeca0a7cc5b81"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="../../df/de8/classace_1_1_graphics___imp.html#a5d79011241a426c9260aeca0a7cc5b81">SetRenderTarget</a> (<a class="el" href="../../d0/d70/classace_1_1_render_texture___imp.html">RenderTexture_Imp</a> *texture, <a class="el" href="../../db/d7a/classace_1_1_depth_buffer___imp.html">DepthBuffer_Imp</a> *depthBuffer)=0</td></tr>
<tr class="memdesc:a5d79011241a426c9260aeca0a7cc5b81"><td class="mdescLeft">&#160;</td><td class="mdescRight">描画先を設定する。  <a href="#a5d79011241a426c9260aeca0a7cc5b81">[詳細]</a><br/></td></tr>
<tr class="separator:a5d79011241a426c9260aeca0a7cc5b81"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="inherit_header pub_methods_classace_1_1_graphics"><td colspan="2" onclick="javascript:toggleInherit('pub_methods_classace_1_1_graphics')"><img src="../../closed.png" alt="-"/>&#160;Public メソッド inherited from <a class="el" href="../../d6/df2/classace_1_1_graphics.html">ace::Graphics</a></td></tr>
<tr class="memitem:a0d57a24a7e6413e475f862feb6c76472 inherit pub_methods_classace_1_1_graphics"><td class="memItemLeft" align="right" valign="top">std::shared_ptr&lt; <a class="el" href="../../de/dae/classace_1_1_texture2_d.html">Texture2D</a> &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="../../d6/df2/classace_1_1_graphics.html#a0d57a24a7e6413e475f862feb6c76472">CreateTexture2D</a> (const achar *path)</td></tr>
<tr class="memdesc:a0d57a24a7e6413e475f862feb6c76472 inherit pub_methods_classace_1_1_graphics"><td class="mdescLeft">&#160;</td><td class="mdescRight">テクスチャを生成する。  <a href="#a0d57a24a7e6413e475f862feb6c76472">[詳細]</a><br/></td></tr>
<tr class="separator:a0d57a24a7e6413e475f862feb6c76472 inherit pub_methods_classace_1_1_graphics"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a1fa4ebd4f6dd7cb9c71144cff0306519 inherit pub_methods_classace_1_1_graphics"><td class="memItemLeft" align="right" valign="top">std::shared_ptr&lt; <a class="el" href="../../de/d54/classace_1_1_render_texture2_d.html">RenderTexture2D</a> &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="../../d6/df2/classace_1_1_graphics.html#a1fa4ebd4f6dd7cb9c71144cff0306519">CreateRenderTexture</a> (int32_t width, int32_t height, eTextureFormat format)</td></tr>
<tr class="memdesc:a1fa4ebd4f6dd7cb9c71144cff0306519 inherit pub_methods_classace_1_1_graphics"><td class="mdescLeft">&#160;</td><td class="mdescRight">描画先として指定可能なテクスチャを生成する。  <a href="#a1fa4ebd4f6dd7cb9c71144cff0306519">[詳細]</a><br/></td></tr>
<tr class="separator:a1fa4ebd4f6dd7cb9c71144cff0306519 inherit pub_methods_classace_1_1_graphics"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aa86b68c0114f2a3a596c369d3599d734 inherit pub_methods_classace_1_1_graphics"><td class="memItemLeft" align="right" valign="top">std::shared_ptr&lt; <a class="el" href="../../d0/df5/classace_1_1_shader2_d.html">Shader2D</a> &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="../../d6/df2/classace_1_1_graphics.html#aa86b68c0114f2a3a596c369d3599d734">CreateShader2D</a> (const achar *shaderText, std::vector&lt; <a class="el" href="../../da/d3c/classace_1_1_shader_variable_property.html">ShaderVariableProperty</a> &gt; &amp;variableProperties)</td></tr>
<tr class="memdesc:aa86b68c0114f2a3a596c369d3599d734 inherit pub_methods_classace_1_1_graphics"><td class="mdescLeft">&#160;</td><td class="mdescRight">シェーダー(2D)を生成する。  <a href="#aa86b68c0114f2a3a596c369d3599d734">[詳細]</a><br/></td></tr>
<tr class="separator:aa86b68c0114f2a3a596c369d3599d734 inherit pub_methods_classace_1_1_graphics"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a02c93922909e44f1eea3010cadf2937b inherit pub_methods_classace_1_1_graphics"><td class="memItemLeft" align="right" valign="top">std::shared_ptr&lt; <a class="el" href="../../d9/d4c/classace_1_1_material2_d.html">Material2D</a> &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="../../d6/df2/classace_1_1_graphics.html#a02c93922909e44f1eea3010cadf2937b">CreateMaterial2D</a> (std::shared_ptr&lt; <a class="el" href="../../d0/df5/classace_1_1_shader2_d.html">Shader2D</a> &gt; shader)</td></tr>
<tr class="memdesc:a02c93922909e44f1eea3010cadf2937b inherit pub_methods_classace_1_1_graphics"><td class="mdescLeft">&#160;</td><td class="mdescRight">マテリアル(2D)を生成する。  <a href="#a02c93922909e44f1eea3010cadf2937b">[詳細]</a><br/></td></tr>
<tr class="separator:a02c93922909e44f1eea3010cadf2937b inherit pub_methods_classace_1_1_graphics"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a58df9c2574e3c8818b081956547c57d9 inherit pub_methods_classace_1_1_graphics"><td class="memItemLeft" align="right" valign="top">virtual eGraphicsType&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="../../d6/df2/classace_1_1_graphics.html#a58df9c2574e3c8818b081956547c57d9">GetGraphicsType</a> () const =0</td></tr>
<tr class="memdesc:a58df9c2574e3c8818b081956547c57d9 inherit pub_methods_classace_1_1_graphics"><td class="mdescLeft">&#160;</td><td class="mdescRight">描画ランタイムの種類を取得する。  <a href="#a58df9c2574e3c8818b081956547c57d9">[詳細]</a><br/></td></tr>
<tr class="separator:a58df9c2574e3c8818b081956547c57d9 inherit pub_methods_classace_1_1_graphics"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a0d57a24a7e6413e475f862feb6c76472 inherit pub_methods_classace_1_1_graphics"><td class="memItemLeft" align="right" valign="top">std::shared_ptr&lt; <a class="el" href="../../de/dae/classace_1_1_texture2_d.html">Texture2D</a> &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="../../d6/df2/classace_1_1_graphics.html#a0d57a24a7e6413e475f862feb6c76472">CreateTexture2D</a> (const achar *path)</td></tr>
<tr class="memdesc:a0d57a24a7e6413e475f862feb6c76472 inherit pub_methods_classace_1_1_graphics"><td class="mdescLeft">&#160;</td><td class="mdescRight">テクスチャを生成する。  <a href="#a0d57a24a7e6413e475f862feb6c76472">[詳細]</a><br/></td></tr>
<tr class="separator:a0d57a24a7e6413e475f862feb6c76472 inherit pub_methods_classace_1_1_graphics"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a1fa4ebd4f6dd7cb9c71144cff0306519 inherit pub_methods_classace_1_1_graphics"><td class="memItemLeft" align="right" valign="top">std::shared_ptr&lt; <a class="el" href="../../de/d54/classace_1_1_render_texture2_d.html">RenderTexture2D</a> &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="../../d6/df2/classace_1_1_graphics.html#a1fa4ebd4f6dd7cb9c71144cff0306519">CreateRenderTexture</a> (int32_t width, int32_t height, eTextureFormat format)</td></tr>
<tr class="memdesc:a1fa4ebd4f6dd7cb9c71144cff0306519 inherit pub_methods_classace_1_1_graphics"><td class="mdescLeft">&#160;</td><td class="mdescRight">描画先として指定可能なテクスチャを生成する。  <a href="#a1fa4ebd4f6dd7cb9c71144cff0306519">[詳細]</a><br/></td></tr>
<tr class="separator:a1fa4ebd4f6dd7cb9c71144cff0306519 inherit pub_methods_classace_1_1_graphics"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aa86b68c0114f2a3a596c369d3599d734 inherit pub_methods_classace_1_1_graphics"><td class="memItemLeft" align="right" valign="top">std::shared_ptr&lt; <a class="el" href="../../d0/df5/classace_1_1_shader2_d.html">Shader2D</a> &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="../../d6/df2/classace_1_1_graphics.html#aa86b68c0114f2a3a596c369d3599d734">CreateShader2D</a> (const achar *shaderText, std::vector&lt; <a class="el" href="../../da/d3c/classace_1_1_shader_variable_property.html">ShaderVariableProperty</a> &gt; &amp;variableProperties)</td></tr>
<tr class="memdesc:aa86b68c0114f2a3a596c369d3599d734 inherit pub_methods_classace_1_1_graphics"><td class="mdescLeft">&#160;</td><td class="mdescRight">シェーダー(2D)を生成する。  <a href="#aa86b68c0114f2a3a596c369d3599d734">[詳細]</a><br/></td></tr>
<tr class="separator:aa86b68c0114f2a3a596c369d3599d734 inherit pub_methods_classace_1_1_graphics"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a02c93922909e44f1eea3010cadf2937b inherit pub_methods_classace_1_1_graphics"><td class="memItemLeft" align="right" valign="top">std::shared_ptr&lt; <a class="el" href="../../d9/d4c/classace_1_1_material2_d.html">Material2D</a> &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="../../d6/df2/classace_1_1_graphics.html#a02c93922909e44f1eea3010cadf2937b">CreateMaterial2D</a> (std::shared_ptr&lt; <a class="el" href="../../d0/df5/classace_1_1_shader2_d.html">Shader2D</a> &gt; shader)</td></tr>
<tr class="memdesc:a02c93922909e44f1eea3010cadf2937b inherit pub_methods_classace_1_1_graphics"><td class="mdescLeft">&#160;</td><td class="mdescRight">マテリアル(2D)を生成する。  <a href="#a02c93922909e44f1eea3010cadf2937b">[詳細]</a><br/></td></tr>
<tr class="separator:a02c93922909e44f1eea3010cadf2937b inherit pub_methods_classace_1_1_graphics"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a58df9c2574e3c8818b081956547c57d9 inherit pub_methods_classace_1_1_graphics"><td class="memItemLeft" align="right" valign="top">virtual eGraphicsType&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="../../d6/df2/classace_1_1_graphics.html#a58df9c2574e3c8818b081956547c57d9">GetGraphicsType</a> () const =0</td></tr>
<tr class="memdesc:a58df9c2574e3c8818b081956547c57d9 inherit pub_methods_classace_1_1_graphics"><td class="mdescLeft">&#160;</td><td class="mdescRight">描画ランタイムの種類を取得する。  <a href="#a58df9c2574e3c8818b081956547c57d9">[詳細]</a><br/></td></tr>
<tr class="separator:a58df9c2574e3c8818b081956547c57d9 inherit pub_methods_classace_1_1_graphics"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="inherit_header pub_methods_classace_1_1_reference_object"><td colspan="2" onclick="javascript:toggleInherit('pub_methods_classace_1_1_reference_object')"><img src="../../closed.png" alt="-"/>&#160;Public メソッド inherited from <a class="el" href="../../d9/de9/classace_1_1_reference_object.html">ace::ReferenceObject</a></td></tr>
<tr class="memitem:a415df172524879cdac4303185bde4110 inherit pub_methods_classace_1_1_reference_object"><td class="memItemLeft" align="right" valign="top">virtual int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="../../d9/de9/classace_1_1_reference_object.html#a415df172524879cdac4303185bde4110">AddRef</a> ()</td></tr>
<tr class="memdesc:a415df172524879cdac4303185bde4110 inherit pub_methods_classace_1_1_reference_object"><td class="mdescLeft">&#160;</td><td class="mdescRight">参照カウンタを加算する。  <a href="#a415df172524879cdac4303185bde4110">[詳細]</a><br/></td></tr>
<tr class="separator:a415df172524879cdac4303185bde4110 inherit pub_methods_classace_1_1_reference_object"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a02acbe12a8598860586f49b8ad038dac inherit pub_methods_classace_1_1_reference_object"><td class="memItemLeft" align="right" valign="top">virtual int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="../../d9/de9/classace_1_1_reference_object.html#a02acbe12a8598860586f49b8ad038dac">GetRef</a> ()</td></tr>
<tr class="memdesc:a02acbe12a8598860586f49b8ad038dac inherit pub_methods_classace_1_1_reference_object"><td class="mdescLeft">&#160;</td><td class="mdescRight">参照カウンタを取得する。  <a href="#a02acbe12a8598860586f49b8ad038dac">[詳細]</a><br/></td></tr>
<tr class="separator:a02acbe12a8598860586f49b8ad038dac inherit pub_methods_classace_1_1_reference_object"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a596db8312108f44cf85bb3e66101d3a5 inherit pub_methods_classace_1_1_reference_object"><td class="memItemLeft" align="right" valign="top">virtual int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="../../d9/de9/classace_1_1_reference_object.html#a596db8312108f44cf85bb3e66101d3a5">Release</a> ()</td></tr>
<tr class="memdesc:a596db8312108f44cf85bb3e66101d3a5 inherit pub_methods_classace_1_1_reference_object"><td class="mdescLeft">&#160;</td><td class="mdescRight">参照カウンタを減算する。0になった時、インスタンスを削除する。  <a href="#a596db8312108f44cf85bb3e66101d3a5">[詳細]</a><br/></td></tr>
<tr class="separator:a596db8312108f44cf85bb3e66101d3a5 inherit pub_methods_classace_1_1_reference_object"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a858832e6523cb61eefea05b6c7e57133 inherit pub_methods_classace_1_1_reference_object"><td class="memItemLeft" align="right" valign="top">virtual int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="../../d9/de9/classace_1_1_reference_object.html#a858832e6523cb61eefea05b6c7e57133">AddRef</a> ()</td></tr>
<tr class="memdesc:a858832e6523cb61eefea05b6c7e57133 inherit pub_methods_classace_1_1_reference_object"><td class="mdescLeft">&#160;</td><td class="mdescRight">参照カウンタを加算する。  <a href="#a858832e6523cb61eefea05b6c7e57133">[詳細]</a><br/></td></tr>
<tr class="separator:a858832e6523cb61eefea05b6c7e57133 inherit pub_methods_classace_1_1_reference_object"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a2912d5d56b7c92fbeb939cb68ce5afdf inherit pub_methods_classace_1_1_reference_object"><td class="memItemLeft" align="right" valign="top">virtual int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="../../d9/de9/classace_1_1_reference_object.html#a2912d5d56b7c92fbeb939cb68ce5afdf">GetRef</a> ()</td></tr>
<tr class="memdesc:a2912d5d56b7c92fbeb939cb68ce5afdf inherit pub_methods_classace_1_1_reference_object"><td class="mdescLeft">&#160;</td><td class="mdescRight">参照カウンタを取得する。  <a href="#a2912d5d56b7c92fbeb939cb68ce5afdf">[詳細]</a><br/></td></tr>
<tr class="separator:a2912d5d56b7c92fbeb939cb68ce5afdf inherit pub_methods_classace_1_1_reference_object"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a0e7d5a765709d8d2baeb7d591d32d48d inherit pub_methods_classace_1_1_reference_object"><td class="memItemLeft" align="right" valign="top">virtual int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="../../d9/de9/classace_1_1_reference_object.html#a0e7d5a765709d8d2baeb7d591d32d48d">Release</a> ()</td></tr>
<tr class="memdesc:a0e7d5a765709d8d2baeb7d591d32d48d inherit pub_methods_classace_1_1_reference_object"><td class="mdescLeft">&#160;</td><td class="mdescRight">参照カウンタを減算する。0になった時、インスタンスを削除する。  <a href="#a0e7d5a765709d8d2baeb7d591d32d48d">[詳細]</a><br/></td></tr>
<tr class="separator:a0e7d5a765709d8d2baeb7d591d32d48d inherit pub_methods_classace_1_1_reference_object"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-static-methods"></a>
Static Public メソッド</h2></td></tr>
<tr class="memitem:a192b3d386390141d4ea0ad086ffb5b18"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a192b3d386390141d4ea0ad086ffb5b18"></a>
static <a class="el" href="../../df/de8/classace_1_1_graphics___imp.html">Graphics_Imp</a> *&#160;</td><td class="memItemRight" valign="bottom"><b>Create</b> (<a class="el" href="../../d6/dcf/classace_1_1_window.html">Window</a> *window, bool isOpenGLMode, <a class="el" href="../../db/de5/classace_1_1_log.html">Log</a> *log)</td></tr>
<tr class="separator:a192b3d386390141d4ea0ad086ffb5b18"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:af5980f2b9622f863aec35ff58d503c95"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="af5980f2b9622f863aec35ff58d503c95"></a>
static <a class="el" href="../../df/de8/classace_1_1_graphics___imp.html">Graphics_Imp</a> *&#160;</td><td class="memItemRight" valign="bottom"><b>Create</b> (void *handle1, void *handle2, int32_t width, int32_t height, bool isOpenGLMode, <a class="el" href="../../db/de5/classace_1_1_log.html">Log</a> *log)</td></tr>
<tr class="separator:af5980f2b9622f863aec35ff58d503c95"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pro-methods"></a>
Protected メソッド</h2></td></tr>
<tr class="memitem:aff2efc4e46a77b1bbe098a4819d5aeb9"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="aff2efc4e46a77b1bbe098a4819d5aeb9"></a>
void&#160;</td><td class="memItemRight" valign="bottom"><b>ResetDrawState</b> ()</td></tr>
<tr class="separator:aff2efc4e46a77b1bbe098a4819d5aeb9"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a5d5b0caf8f3ffa60168b17ccb20a523a"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="../../df/de8/classace_1_1_graphics___imp.html#a5d5b0caf8f3ffa60168b17ccb20a523a">SavePNGImage</a> (const achar *filepath, int32_t width, int32_t height, void *data, bool rev)</td></tr>
<tr class="memdesc:a5d5b0caf8f3ffa60168b17ccb20a523a"><td class="mdescLeft">&#160;</td><td class="mdescRight">PNGファイルを保存する。  <a href="#a5d5b0caf8f3ffa60168b17ccb20a523a">[詳細]</a><br/></td></tr>
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<tr class="memitem:a544481f9a5752ca29deb3ab1e9cc2718"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a544481f9a5752ca29deb3ab1e9cc2718"></a>
<a class="el" href="../../de/dae/classace_1_1_texture2_d.html">Texture2D</a> *&#160;</td><td class="memItemRight" valign="bottom"><b>CreateTexture2D_</b> (const achar *path)</td></tr>
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<a class="el" href="../../de/d54/classace_1_1_render_texture2_d.html">RenderTexture2D</a> *&#160;</td><td class="memItemRight" valign="bottom"><b>CreateRenderTexture2D_</b> (int32_t width, int32_t height, eTextureFormat format)</td></tr>
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<a class="el" href="../../d0/df5/classace_1_1_shader2_d.html">Shader2D</a> *&#160;</td><td class="memItemRight" valign="bottom"><b>CreateShader2D_</b> (const achar *shaderText, <a class="el" href="../../da/d3c/classace_1_1_shader_variable_property.html">ShaderVariableProperty</a> *variableProperties, int32_t variablePropertiesCount)</td></tr>
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<a class="el" href="../../d9/d4c/classace_1_1_material2_d.html">Material2D</a> *&#160;</td><td class="memItemRight" valign="bottom"><b>CreateMaterial2D_</b> (<a class="el" href="../../d0/df5/classace_1_1_shader2_d.html">Shader2D</a> *shader)</td></tr>
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virtual <a class="el" href="../../d8/d01/classace_1_1_vertex_buffer___imp.html">VertexBuffer_Imp</a> *&#160;</td><td class="memItemRight" valign="bottom"><b>CreateVertexBuffer_Imp_</b> (int32_t size, int32_t count, bool isDynamic)=0</td></tr>
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virtual <a class="el" href="../../d7/db1/classace_1_1_index_buffer___imp.html">IndexBuffer_Imp</a> *&#160;</td><td class="memItemRight" valign="bottom"><b>CreateIndexBuffer_Imp_</b> (int maxCount, bool isDynamic, bool is32bit)=0</td></tr>
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virtual <a class="el" href="../../d5/d96/classace_1_1_native_shader___imp.html">NativeShader_Imp</a> *&#160;</td><td class="memItemRight" valign="bottom"><b>CreateShader_Imp_</b> (const char *vertexShaderText, const char *vertexShaderFileName, const char *pixelShaderText, const char *pixelShaderFileName, std::vector&lt; <a class="el" href="../../d0/de7/structace_1_1_vertex_layout.html">VertexLayout</a> &gt; &amp;layout, std::vector&lt; <a class="el" href="../../d1/d67/structace_1_1_macro.html">Macro</a> &gt; &amp;macro)=0</td></tr>
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virtual void&#160;</td><td class="memItemRight" valign="bottom"><b>DrawPolygonInternal</b> (int32_t count, <a class="el" href="../../d8/d01/classace_1_1_vertex_buffer___imp.html">VertexBuffer_Imp</a> *vertexBuffer, <a class="el" href="../../d7/db1/classace_1_1_index_buffer___imp.html">IndexBuffer_Imp</a> *indexBuffer, <a class="el" href="../../d5/d96/classace_1_1_native_shader___imp.html">NativeShader_Imp</a> *shaderPtr)=0</td></tr>
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virtual void&#160;</td><td class="memItemRight" valign="bottom"><b>BeginInternal</b> ()=0</td></tr>
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<tr class="memitem:a22b71332aee484e37c2246413527a501"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="../../d9/de7/classace_1_1_texture2_d___imp.html">Texture2D_Imp</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="../../df/de8/classace_1_1_graphics___imp.html#a22b71332aee484e37c2246413527a501">CreateTexture2D_Imp_Internal</a> (<a class="el" href="../../d6/df2/classace_1_1_graphics.html">Graphics</a> *graphics, uint8_t *data, int32_t size)=0</td></tr>
<tr class="memdesc:a22b71332aee484e37c2246413527a501"><td class="mdescLeft">&#160;</td><td class="mdescRight">テクスチャを生成する。  <a href="#a22b71332aee484e37c2246413527a501">[詳細]</a><br/></td></tr>
<tr class="separator:a22b71332aee484e37c2246413527a501"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pro-attribs"></a>
Protected 変数</h2></td></tr>
<tr class="memitem:af8c4c3d43ddaa410bdbe12630a88284b"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="af8c4c3d43ddaa410bdbe12630a88284b"></a>
<a class="el" href="../../d5/df8/structace_1_1_vector2_d_i.html">Vector2DI</a>&#160;</td><td class="memItemRight" valign="bottom"><b>m_size</b></td></tr>
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<tr class="memitem:a359978a3284155948800109df499fb64"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a359978a3284155948800109df499fb64"></a>
<a class="el" href="../../d9/dd7/classace_1_1_render_state___imp.html">RenderState_Imp</a> *&#160;</td><td class="memItemRight" valign="bottom"><b>m_renderState</b></td></tr>
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<tr class="memitem:a3178781dcd28d5c5a11a7e078e7772b1"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a3178781dcd28d5c5a11a7e078e7772b1"></a>
<a class="el" href="../../dc/d26/classace_1_1_graphics_resource_container.html">GraphicsResourceContainer</a> *&#160;</td><td class="memItemRight" valign="bottom"><b>m_resourceContainer</b></td></tr>
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<tr class="memitem:ab46f379b61fafbfea6f61bf39528d944"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="ab46f379b61fafbfea6f61bf39528d944"></a>
<a class="el" href="../../db/de5/classace_1_1_log.html">Log</a> *&#160;</td><td class="memItemRight" valign="bottom"><b>m_log</b></td></tr>
<tr class="separator:ab46f379b61fafbfea6f61bf39528d944"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="friends"></a>
フレンド</h2></td></tr>
<tr class="memitem:ac58fe8004bc3fec8918ef536256c1e72"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="ac58fe8004bc3fec8918ef536256c1e72"></a>
class&#160;</td><td class="memItemRight" valign="bottom"><b>DeviceObject</b></td></tr>
<tr class="separator:ac58fe8004bc3fec8918ef536256c1e72"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table>
<a name="details" id="details"></a><h2 class="groupheader">説明</h2>
<div class="textblock"><p>描画を管理するクラス </p>
<dl class="section note"><dt>覚え書き</dt><dd>現在、Graphicsクラスのインスタンスが複数存在した時の挙動は保証していない。 </dd></dl>
</div><h2 class="groupheader">関数</h2>
<a class="anchor" id="a01cdb8dced31a926c9ca604ebdf1e90a"></a>
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          <td class="memname">virtual void ace::Graphics_Imp::Clear </td>
          <td>(</td>
          <td class="paramtype">bool&#160;</td>
          <td class="paramname"><em>isColorTarget</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">bool&#160;</td>
          <td class="paramname"><em>isDepthTarget</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="../../db/d05/structace_1_1_color.html">Color</a> &amp;&#160;</td>
          <td class="paramname"><em>color</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
  </td>
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<span class="mlabels"><span class="mlabel">pure virtual</span></span>  </td>
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</div><div class="memdoc">

<p>画面をクリアする。 </p>
<dl class="params"><dt>引数</dt><dd>
  <table class="params">
    <tr><td class="paramname">isColorTarget</td><td>色をクリアするか </td></tr>
    <tr><td class="paramname">isDepthTarget</td><td>深度をクリアするぁ </td></tr>
    <tr><td class="paramname">color</td><td>クリアに使用する色 </td></tr>
  </table>
  </dd>
</dl>

<p><a class="el" href="../../d3/d32/classace_1_1_graphics___imp___d_x11.html#a4879fa2342124e653a097b5ce0b61c7e">ace::Graphics_Imp_DX11</a>, と <a class="el" href="../../d0/d79/classace_1_1_graphics___imp___g_l.html#a26573423a68fdb19b620fbb60a5844cf">ace::Graphics_Imp_GL</a>で実装されています。</p>

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          <td class="memname">virtual <a class="el" href="../../db/d7a/classace_1_1_depth_buffer___imp.html">DepthBuffer_Imp</a>* ace::Graphics_Imp::CreateDepthBuffer_Imp </td>
          <td>(</td>
          <td class="paramtype">int32_t&#160;</td>
          <td class="paramname"><em>width</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">int32_t&#160;</td>
          <td class="paramname"><em>height</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">pure virtual</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>深度バッファを生成する。 </p>
<dl class="params"><dt>引数</dt><dd>
  <table class="params">
    <tr><td class="paramname">width</td><td>横幅 </td></tr>
    <tr><td class="paramname">height</td><td>縦幅 </td></tr>
  </table>
  </dd>
</dl>

<p><a class="el" href="../../d3/d32/classace_1_1_graphics___imp___d_x11.html#a6b3f76cc423b5bb3701d24f6a74900fd">ace::Graphics_Imp_DX11</a>, と <a class="el" href="../../d0/d79/classace_1_1_graphics___imp___g_l.html#a3445a79ebd6de7d6b206ede8029ba194">ace::Graphics_Imp_GL</a>で実装されています。</p>

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          <td class="memname">std::shared_ptr&lt;<a class="el" href="../../d7/db1/classace_1_1_index_buffer___imp.html">IndexBuffer_Imp</a>&gt; ace::Graphics_Imp::CreateIndexBuffer_Imp </td>
          <td>(</td>
          <td class="paramtype">int&#160;</td>
          <td class="paramname"><em>maxCount</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">bool&#160;</td>
          <td class="paramname"><em>isDynamic</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">bool&#160;</td>
          <td class="paramname"><em>is32bit</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">inline</span></span>  </td>
  </tr>
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</div><div class="memdoc">

<p>インデックスバッファを生成する。 </p>
<dl class="params"><dt>引数</dt><dd>
  <table class="params">
    <tr><td class="paramname">maxCount</td><td>インデックス数 </td></tr>
    <tr><td class="paramname">isDynamic</td><td>内部メモリの変更を高速にできるようにするか? </td></tr>
    <tr><td class="paramname">is32bit</td><td>内部メモリのインデックスをint32_tとして確保するか? </td></tr>
  </table>
  </dd>
</dl>

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          <td class="memname"><a class="el" href="../../d3/d87/classace_1_1_material2_d___imp.html">Material2D_Imp</a> * ace::Graphics_Imp::CreateMaterial2D_Imp </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="../../d1/def/classace_1_1_shader2_d___imp.html">Shader2D_Imp</a> *&#160;</td>
          <td class="paramname"><em>shader</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>マテリアル(2D)を生成する。 </p>
<dl class="params"><dt>引数</dt><dd>
  <table class="params">
    <tr><td class="paramname">shader</td><td>シェーダー </td></tr>
  </table>
  </dd>
</dl>
<dl class="section return"><dt>戻り値</dt><dd>マテリアル(2D) </dd></dl>

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          <td class="memname">virtual <a class="el" href="../../d0/d70/classace_1_1_render_texture___imp.html">RenderTexture_Imp</a>* ace::Graphics_Imp::CreateRenderTexture_Imp </td>
          <td>(</td>
          <td class="paramtype">int32_t&#160;</td>
          <td class="paramname"><em>width</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">int32_t&#160;</td>
          <td class="paramname"><em>height</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">eTextureFormat&#160;</td>
          <td class="paramname"><em>format</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
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<p>描画先として指定可能なテクスチャを生成する。 </p>
<dl class="params"><dt>引数</dt><dd>
  <table class="params">
    <tr><td class="paramname">width</td><td>横幅 </td></tr>
    <tr><td class="paramname">height</td><td>縦幅 </td></tr>
  </table>
  </dd>
</dl>

<p><a class="el" href="../../d3/d32/classace_1_1_graphics___imp___d_x11.html#a5da4508eb1ecb80ccfc465e4191d41b1">ace::Graphics_Imp_DX11</a>, と <a class="el" href="../../d0/d79/classace_1_1_graphics___imp___g_l.html#a27d11268f4ac5c33930dd8c6d6810b1c">ace::Graphics_Imp_GL</a>で実装されています。</p>

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          <td class="memname"><a class="el" href="../../d1/def/classace_1_1_shader2_d___imp.html">Shader2D_Imp</a> * ace::Graphics_Imp::CreateShader2D_Imp </td>
          <td>(</td>
          <td class="paramtype">const achar *&#160;</td>
          <td class="paramname"><em>shaderText</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">std::vector&lt; <a class="el" href="../../da/d3c/classace_1_1_shader_variable_property.html">ShaderVariableProperty</a> &gt; &amp;&#160;</td>
          <td class="paramname"><em>variableProperties</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
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<p>シェーダー(2D)を生成する。 </p>
<dl class="params"><dt>引数</dt><dd>
  <table class="params">
    <tr><td class="paramname">shaderText</td><td>シェーダーのコード </td></tr>
    <tr><td class="paramname">pixelVariableProperties</td><td>シェーダーで使用可能な外部入力可能な変数 </td></tr>
  </table>
  </dd>
</dl>
<dl class="section return"><dt>戻り値</dt><dd>シェーダー(2D) </dd></dl>

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          <td class="memname"><a class="el" href="../../d9/de7/classace_1_1_texture2_d___imp.html">Texture2D_Imp</a> * ace::Graphics_Imp::CreateTexture2D_Imp </td>
          <td>(</td>
          <td class="paramtype">const achar *&#160;</td>
          <td class="paramname"><em>path</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>テクスチャを生成する。 </p>
<dl class="params"><dt>引数</dt><dd>
  <table class="params">
    <tr><td class="paramname">path</td><td>パス </td></tr>
  </table>
  </dd>
</dl>
<dl class="section return"><dt>戻り値</dt><dd>テクスチャ </dd></dl>

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          <td class="memname">virtual <a class="el" href="../../d9/de7/classace_1_1_texture2_d___imp.html">Texture2D_Imp</a>* ace::Graphics_Imp::CreateTexture2D_Imp_Internal </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="../../d6/df2/classace_1_1_graphics.html">Graphics</a> *&#160;</td>
          <td class="paramname"><em>graphics</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">uint8_t *&#160;</td>
          <td class="paramname"><em>data</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">int32_t&#160;</td>
          <td class="paramname"><em>size</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
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<p>テクスチャを生成する。 </p>
<dl class="params"><dt>引数</dt><dd>
  <table class="params">
    <tr><td class="paramname">graphics</td><td>グラフィック </td></tr>
    <tr><td class="paramname">data</td><td>データ </td></tr>
    <tr><td class="paramname">size</td><td>データサイズ </td></tr>
  </table>
  </dd>
</dl>

<p><a class="el" href="../../d3/d32/classace_1_1_graphics___imp___d_x11.html#abd1a2f1e674af236b449861d08bb0ee2">ace::Graphics_Imp_DX11</a>, と <a class="el" href="../../d0/d79/classace_1_1_graphics___imp___g_l.html#ad30162b11d6cc25b761fb6b1e70aef89">ace::Graphics_Imp_GL</a>で実装されています。</p>

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          <td class="memname">std::shared_ptr&lt;<a class="el" href="../../d8/d01/classace_1_1_vertex_buffer___imp.html">VertexBuffer_Imp</a>&gt; ace::Graphics_Imp::CreateVertexBuffer_Imp </td>
          <td>(</td>
          <td class="paramtype">int32_t&#160;</td>
          <td class="paramname"><em>size</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">int32_t&#160;</td>
          <td class="paramname"><em>count</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">bool&#160;</td>
          <td class="paramname"><em>isDynamic</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
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<p>頂点バッファを生成する。 </p>
<dl class="params"><dt>引数</dt><dd>
  <table class="params">
    <tr><td class="paramname">size</td><td>頂点のバッファサイズ </td></tr>
    <tr><td class="paramname">count</td><td>頂点数 </td></tr>
    <tr><td class="paramname">isDynamic</td><td>内部メモリの変更を高速にできるようにするか? </td></tr>
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  </dd>
</dl>

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          <td class="memname">void ace::Graphics_Imp::DrawPolygon </td>
          <td>(</td>
          <td class="paramtype">int32_t&#160;</td>
          <td class="paramname"><em>count</em></td><td>)</td>
          <td></td>
        </tr>
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<p>ポリゴンを描画する。 </p>
<dl class="params"><dt>引数</dt><dd>
  <table class="params">
    <tr><td class="paramname">count</td><td>ポリゴン数 </td></tr>
  </table>
  </dd>
</dl>

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          <td class="memname"><a class="el" href="../../d9/dd7/classace_1_1_render_state___imp.html">RenderState_Imp</a>* ace::Graphics_Imp::GetRenderState </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td></td>
        </tr>
      </table>
  </td>
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<span class="mlabels"><span class="mlabel">inline</span></span>  </td>
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<p>レンダーステートを取得する。 </p>
<dl class="section return"><dt>戻り値</dt><dd>レンダーステート </dd></dl>

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          <td class="memname"><a class="el" href="../../dc/d26/classace_1_1_graphics_resource_container.html">GraphicsResourceContainer</a>* ace::Graphics_Imp::GetResourceContainer </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td></td>
        </tr>
      </table>
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<p>リソースコンテナを取得する。 </p>
<dl class="section return"><dt>戻り値</dt><dd>リソースコンテナ </dd></dl>

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          <td class="memname">void ace::Graphics_Imp::SavePNGImage </td>
          <td>(</td>
          <td class="paramtype">const achar *&#160;</td>
          <td class="paramname"><em>filepath</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">int32_t&#160;</td>
          <td class="paramname"><em>width</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">int32_t&#160;</td>
          <td class="paramname"><em>height</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">void *&#160;</td>
          <td class="paramname"><em>data</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">bool&#160;</td>
          <td class="paramname"><em>rev</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
  </td>
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<span class="mlabels"><span class="mlabel">protected</span></span>  </td>
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<p>PNGファイルを保存する。 </p>
<dl class="params"><dt>引数</dt><dd>
  <table class="params">
    <tr><td class="paramname">filepath</td><td>保存先 </td></tr>
    <tr><td class="paramname">width</td><td>横幅 </td></tr>
    <tr><td class="paramname">height</td><td>縦幅 </td></tr>
    <tr><td class="paramname">data</td><td>隙間なく敷き詰められた画素データ(1画素4byte固定) </td></tr>
    <tr><td class="paramname">rev</td><td>上下反転で保存する。 </td></tr>
  </table>
  </dd>
</dl>

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          <td class="memname">virtual void ace::Graphics_Imp::SaveScreenshot </td>
          <td>(</td>
          <td class="paramtype">const achar *&#160;</td>
          <td class="paramname"><em>path</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
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<span class="mlabels"><span class="mlabel">pure virtual</span></span>  </td>
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<p>スクリーンショットを保存する。 </p>
<dl class="params"><dt>引数</dt><dd>
  <table class="params">
    <tr><td class="paramname">path</td><td>保存先 </td></tr>
  </table>
  </dd>
</dl>
<dl class="section note"><dt>覚え書き</dt><dd>OpenGLの現状の実装だと、RenderTarget等が指定されている状態では使えないため、 使用できるのはDoEventsかPresent近辺のみである。 </dd></dl>

<p><a class="el" href="../../d3/d32/classace_1_1_graphics___imp___d_x11.html#a86b7eddf3e16351cfd3730a2dd686d8b">ace::Graphics_Imp_DX11</a>, と <a class="el" href="../../d0/d79/classace_1_1_graphics___imp___g_l.html#a35715d1652cfbb5e79be271334778d54">ace::Graphics_Imp_GL</a>で実装されています。</p>

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          <td class="memname">virtual void ace::Graphics_Imp::SetRenderTarget </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="../../d0/d70/classace_1_1_render_texture___imp.html">RenderTexture_Imp</a> *&#160;</td>
          <td class="paramname"><em>texture</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="../../db/d7a/classace_1_1_depth_buffer___imp.html">DepthBuffer_Imp</a> *&#160;</td>
          <td class="paramname"><em>depthBuffer</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
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<p>描画先を設定する。 </p>
<dl class="params"><dt>引数</dt><dd>
  <table class="params">
    <tr><td class="paramname">texture</td><td>描画先のテクスチャ </td></tr>
    <tr><td class="paramname">depthBuffer</td><td>描画先の深度バッファ </td></tr>
  </table>
  </dd>
</dl>
<dl class="section note"><dt>覚え書き</dt><dd>textureがnullの場合は無条件で、デフォルトの描画先を使用する。 </dd></dl>

<p><a class="el" href="../../d3/d32/classace_1_1_graphics___imp___d_x11.html#a9489c1db88a35a436ad33215040ac42c">ace::Graphics_Imp_DX11</a>, と <a class="el" href="../../d0/d79/classace_1_1_graphics___imp___g_l.html#ae2f094e45f045300de5f7fecefdc95e4">ace::Graphics_Imp_GL</a>で実装されています。</p>

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</div>
<hr/>このクラスの説明は次のファイルから生成されました:<ul>
<li>Dev/ace_cpp/core/Graphics/Common/<a class="el" href="../../dc/d1d/ace_8_graphics___imp_8h_source.html">ace.Graphics_Imp.h</a></li>
<li>Dev/ace_cpp/core/Graphics/Common/ace.Graphics_Imp.cpp</li>
</ul>
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